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  1. #1
    Player
    Avatar de Lyth
    Inscrit
    juillet 2015
    Lieu
    Meracydia
    Messages
    3 883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Rôdeur vipère Lv 100
    I've always wished that Cover let you do something similar to traditional Final Fantasy games, by letting you gap close to an ally.

    I think the idea of changing to Cover to a permanent uptime buff like Dance Partner is interesting, because that's functionally how Knight's Code/True Knight worked. Perhaps while it's active, your chosen teammate also has a chance to block incoming attacks, with the rate augmented if you use Bulwark. And then perhaps you can use Intervene to gap close to your chosen teammate for some sort of a combined defensive buff (you'd have to take the damage off Intervene if you do this and make it into a pure mobility tool, but I think that's a better design choice for gap closers in general). The cooldown could be for re-applying it to a different target.
    (3)

  2. #2
    Player
    Avatar de Arohk
    Inscrit
    juillet 2019
    Messages
    1 332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Pistosabreur Lv 100
    Citation Envoyé par Lyth Voir le message
    I've always wished that Cover let you do something similar to traditional Final Fantasy games, by letting you gap close to an ally.
    That would actually improve the skill a lot, there is always a high chance that
    You don't have enough recources for the skill when you need to use it (remove the gauge cost!)
    The Target is too far away to use it.
    (0)

  3. #3
    Player
    Avatar de Griphyt
    Inscrit
    avril 2011
    Messages
    43
    Character
    Saint Griphyt
    World
    Zodiark
    Main Class
    Chevalier noir Lv 90
    Variety in animation
    Please, if you add skills that you can throw 3 times or more in a row, they may be different animations or attack moves, for example the WAR, PLD, DRK have an ability that can be repeated several times it would be good if they had at least two or three animation variations so that a skill is not so boring thanks.
    (0)

  4. #4
    Player
    Avatar de Daffidoodles
    Inscrit
    dcembre 2021
    Messages
    11
    Character
    Daffi Lionheart
    World
    Coeurl
    Main Class
    Chevalier noir Lv 90
    Get rid of it and add an oGCD holy smite attack for max oath gauge.
    (0)

  5. #5
    Player
    Avatar de Mikey_R
    Inscrit
    avril 2014
    Messages
    1 504
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Citation Envoyé par Lyth Voir le message
    I've always wished that Cover let you do something similar to traditional Final Fantasy games, by letting you gap close to an ally.

    I think the idea of changing to Cover to a permanent uptime buff like Dance Partner is interesting, because that's functionally how Knight's Code/True Knight worked. Perhaps while it's active, your chosen teammate also has a chance to block incoming attacks, with the rate augmented if you use Bulwark. And then perhaps you can use Intervene to gap close to your chosen teammate for some sort of a combined defensive buff (you'd have to take the damage off Intervene if you do this and make it into a pure mobility tool, but I think that's a better design choice for gap closers in general). The cooldown could be for re-applying it to a different target.
    If you have to gap close to a party member to receive benefits, you make it more limiting in its application. Being next to someone isn't always better and this isn't even considering the potential for loss of uptime. Going with common mechanics in extreme+ content, overlapping AoEs with a vul debuff, designed so you cannot take 2, kills the tank, have to be in a certain position for a mechanic? You cannot use it. Double tank busters? useless, the list goes on.

    As for having it be like dance partner, it would, 99% of the time, be used on the other tank to give them defensive benefits. No reason to have it on someone else, even in a targeted attack instance, as Intervention would be better.

    Now, I am not saying there aren't some niche instances where it would be useful, but they would be so few and far between that you have to make the call as to whether it is really worth taking up an action slot for.

    Citation Envoyé par Daffidoodles Voir le message
    Get rid of it and add an oGCD holy smite attack for max oath gauge.
    If you want to add an offensive option to the gauage, you have to take away the defensive side. Which is fine if you want to add Holy Sheltron and Intervention to their own cooldowns. However, the other thing to note is that having an action used only when the gauge is full is actually quite limiting, it is something Monk's hate about Chakra, and it comes down to the use it or lose it. If you do not use the oGCD asap, you lose a part of the gauge generation and potentially damage potential later in the fight. If you want to have some oGCD on the gauge, it would need to be something that you can use at lower gauge levels.
    (2)

  6. #6
    Player
    Avatar de Lyth
    Inscrit
    juillet 2015
    Lieu
    Meracydia
    Messages
    3 883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Rôdeur vipère Lv 100
    No, the primary reason of being able to gap close to an ally is for movement purposes and nothing else. Thunderclap is designed this way and it's vastly superior to the circa 2013 gap closers that tanks currently have. Intervene suggests that it provides a defensive function as well. If you want to tie in a bit of defensive flair for stackbusters in homage to the old games, then you can do it this way if you want. It's not at all an necessary addition, though, niche or not, and I'm fairly certain that other tanks will be demanding equivalents if you bring something like this in.

    I'm already thinking about how I'd like to see Plunge get revised into a pure mobility tool.
    (1)

  7. #7
    Player
    Avatar de True-to-Caesar
    Inscrit
    juillet 2021
    Messages
    311
    Character
    Kyros Orsidius
    World
    Sagittarius
    Main Class
    Pistosabreur Lv 90
    Remove gauge cost, the skill is niche enough to have more costs to it.

    Increase way way more the distance of the tether/link

    As someone said, bring back the sharing of buffs. Removing that killed the last few utility of the skill.
    (1)

  8. #8
    Player
    Avatar de Mikey_R
    Inscrit
    avril 2014
    Messages
    1 504
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Citation Envoyé par True-to-Caesar Voir le message
    Remove gauge cost, the skill is niche enough to have more costs to it.

    Increase way way more the distance of the tether/link

    As someone said, bring back the sharing of buffs. Removing that killed the last few utility of the skill.
    I hope you realise you have basically described Intervene except with the damage coming to the Paladin rather than staying on the target? (There is the gauge cost, but that is pretty much meaningless in this comparison). So, the next question is, are there any examples where this is a meaningful difference that affects how a mechanic is handled and the subsequent healing requirement after?
    (0)

  9. #9
    Player
    Avatar de Nicola_Kunu
    Inscrit
    janvier 2023
    Lieu
    Should have been Ul'dah or Limsa
    Messages
    58
    Character
    Nicola Kunu
    World
    Phoenix
    Main Class
    Paladin Lv 100
    Citation Envoyé par Mikey_R Voir le message
    I hope you realise you have basically described Intervene except with the damage coming to the Paladin rather than staying on the target? (There is the gauge cost, but that is pretty much meaningless in this comparison). So, the next question is, are there any examples where this is a meaningful difference that affects how a mechanic is handled and the subsequent healing requirement after?
    If a tank dies and is revived shortly before a dual tankbuster and they haven't had time to aggro juggle.

    I have on more than one occasion been killed (by my own hand or others) during Cachexia 1 in P6S.
    By the time I have been revived, the dual tankbuster "Synergy" may have already started casting, as it follows the mechanic.
    I know which DPS is about to receive it. I have plenty of time to ask him to get out of the group so he does not kill the group. But I cannot Cover him because the spell has an Oath Gauge cost.

    I would like to be able to save my Samurai friend when this happens.
    (1)

  10. #10
    Player
    Avatar de Mikey_R
    Inscrit
    avril 2014
    Messages
    1 504
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Citation Envoyé par Nicola_Kunu Voir le message
    If a tank dies and is revived shortly before a dual tankbuster and they haven't had time to aggro juggle.
    So, so far, 1 example, which requires the PLD to die just before a 2 tank buster so that they have no gauge to use. If the requirements for Cover being potentially useful have to drop that low, then I see no reason to keep it. Bear in mind this example has the tank death, of which, the obvious thing would be to just do the mechanic properly in the first place or, if possible, adjust yourself if you notice something isn't right. PLD doesn't lose much from disengaging, especially with Holy Spirit.

    However, you also only described the gauge cost being an issue, when what I was saying is in relation to the defensive aspect that the poster I quoted wanted to add. Whilst the gauge cost is an issue, the actual issue is the relationship with Intervention. Until that is sorted, it doesn't matter if it costs gauge or not.
    (1)

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